删除无用资源
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#version 460
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layout (local_size_x = 1,local_size_y = 1,local_size_z = 1) in;
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layout (std430, binding = 0) buffer Samples
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{
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float AudioSamples[];
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};
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layout (std430, binding = 1) buffer Params
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{
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vec4 WaveColor;
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vec4 BgColor;
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float LineUV;
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};
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layout (binding = 2) writeonly uniform image2D Result;
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vec4 lerp(vec4 a, vec4 b, float x)
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{
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return a + x * (b - a);
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}
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void main()
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{
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vec2 size = vec2(imageSize(Result));
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ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
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int X = pos.x;
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int Y = pos.y;
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float height = size.y;
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float Top = AudioSamples[X * 2] + 1; // -1;
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float Bottom = AudioSamples[X * 2 + 1] + 1; // 1;
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Top = min(Top, 1);
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Bottom = max(Bottom, 0);
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Top *= height;
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Top *= 0.5;
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Bottom *= height;
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Bottom *= 0.5;
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// (id.y >= Top && id.y <= Bottom)
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float b1 = min(step(Top, Y), step(Y , Bottom));
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// (Y == height / 2)
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float b2 = step(Y, height * LineUV) * step(height * LineUV, Y);
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float b3 = max(b1, b2);
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imageStore(Result, pos, lerp(BgColor, WaveColor, b3));
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}
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